Hydra Tristan

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General Info

  • Special Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level.

This is a basic T1 setup for use in PvP-BASIC Hydra gang. The tristan is a solid all-round ship. It has one more low slot than the incursus, and one more high slot. However, it is slower, and it's weapons are split between missiles (unbonused) and turrets, leading to lower overall dps but with greater versatility. The tristan suffers slightly on CPU when you try to fit standard missile launchers on it, so you may be restricted in your electronic warfare choices.


Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVP-Basic.

Example Hydra Tristan Setup

Low Slots

  • Damage Control
  • Overdrive Injector
  • Co-Processor

Mid Slots

  • 1MN Afteburner
  • 2x EWAR modules of your choice.

Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVP-Basic.

Note though that due to the tristan's low CPU, you may be restricted in which EWAR modules you can fit.

High Slots

  • 2x 125mm Railgun
  • 2x Standard Missile Launcher

Drones

Light Armor Maintenance Bot I x 1

Cargo

  • 1000 units of close range hybrid ammo - try to pick something that gives you an optimal range of about 6km. Optionally you may also wish to bring some mid range ammo such as lead, but in my experience you will rarely use it.
  • Both scripts for any electronic warfare modules that use them.
  • Spare Light Armor Maintenance Bots.

Example EFT Cut & Paste

Here's an example using cheap named modules. This required Engineering Lv IV to fit, but otherwise works with starting skills.

[Tristan, hydra T1]
Emergency Damage Control I
Mark I Modified SS Overdrive Injector
Quantum Co-Processor I

Cold-Gas I Arcjet Thrusters
Indirect Scanning Dampening Unit I
J5 Prototype Warp Disruptor I

125mm Carbide Railgun I, Caldari Navy Antimatter Charge S
125mm Carbide Railgun I, Caldari Navy Antimatter Charge S
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile
'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile

[empty rig slot]
[empty rig slot]
[empty rig slot]


Light Armor Maintenance Bot I x1

And here's a t2 variant, which will require more advanced skills:

[Tristan, HYDRA t2]
Damage Control II
Overdrive Injector System II
Co-Processor II

1MN Afterburner II
F-392 Baker Nunn Tracking Disruptor I
'Langour' Drive Disruptor I

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile
Standard Missile Launcher II, Caldari Navy Flameburst Light Missile

Small Hybrid Burst Aerator I
Small Auxiliary Thrusters I
Small Auxiliary Thrusters I


Light Armor Maintenance Bot I x1

Note the speed rigs rather than the damage rigs I have used on other setups are due to running out of powergrid!

Stats

With cheap named variant and starting skills:

  • Effective HP: 2133
  • Speed: 850 meters/second
  • DPS: 31 (antimatter)
  • Turret Optimal + Falloff: 4.7 + 5 km (antimatter)
  • Light Missile Max Flight Range: 18.8 km

With t2 variant and all Lv V skills:

  • Effective HP: 2813
  • Speed: 1235 meters/second
  • DPS: 91 (faction antimatter)
  • Turret Optimal + Falloff: 6.8 + 6.3 km (antimatter)
  • Light Missile Max Flight Range: 42.2 km